global#displayList()

displayList(displayObject) Call this function from the Dev Tools console. It will scan the display list and output all of the Objects it finds, and their renderOrderIDs. Note Requires a browser that supports console.group and console.groupEnd (such as Chrome) Parameters Name Type Argument Description displayObject Object <optional> The displayObject level display object to start from. Defaults to the World. Source code: utils/Debug.js (Line 844)

BaseTexture#mipmap

mipmap : boolean Set this to true if a mipmap of this texture needs to be generated. This value needs to be set before the texture is usedAlso the texture must be a power of two size to work Source code: pixi/textures/BaseTexture.js (Line 86)

Video#render()

render() If the game is running in WebGL this will push the texture up to the GPU if it's dirty.This is called automatically if the Video is being used by a Sprite, otherwise you need to remember to call it in your render function.If you wish to suppress this functionality set Video.disableTextureUpload to true. Source code: gameobjects/Video.js (Line 859)

Sprite#texture

texture : PIXI.Texture The texture that the sprite is using Inherited From PIXI.Sprite#texture Source code: pixi/display/Sprite.js (Line 28)

Particles.Arcade.Emitter#setChildIndex()

setChildIndex(child, index) Changes the position of an existing child in the display object container Parameters Name Type Description child DisplayObject The child DisplayObject instance for which you want to change the index number index Number The resulting index number for the child display object Inherited From PIXI.DisplayObjectContainer#setChildIndex Source code: pixi/display/DisplayObjectContainer.js (Line 132)

Mouse#onMouseUp()

onMouseUp(event) The internal method that handles the mouse up event from the browser. Parameters Name Type Description event MouseEvent The native event from the browser. This gets stored in Mouse.event. Source code: input/Mouse.js (Line 356)

Animation#complete()

complete() Called internally when the animation finishes playback.Sets the isPlaying and isFinished states and dispatches the onAnimationComplete event if it exists on the parent and local onComplete event. Source code: animation/Animation.js (Line 642)

Rectangle#containsRect()

containsRect(b) → {boolean} Determines whether the first Rectangle object is fully contained within the second Rectangle object.A Rectangle object is said to contain another if the second Rectangle object falls entirely within the boundaries of the first. Parameters Name Type Description b Phaser.Rectangle The second Rectangle object. Returns boolean - A value of true if the Rectangle object contains the specified point; otherwise false. Source code: geom/Rectangle.js (Line 284)

Physics.Arcade.Body#Body

new Body(sprite) The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather thanthe Sprite itself. For example you can set the velocity, acceleration, bounce values etc all on the Body. Parameters Name Type Description sprite Phaser.Sprite The Sprite object this physics body belongs to. Source code: physics/arcade/Body.js (Line 15)

Physics.Arcade.Body#skipQuadTree

skipQuadTree : boolean If true and you collide this Sprite against a Group, it will disable the collision check from using a QuadTree. Source code: physics/arcade/Body.js (Line 407)